So what would your ultimate Speed ITF Group comprise of?


Abraxxus

 

Posted

So as many of you know and a few that don't I tend to run an ITF every day; or at least is seems to me that I do. I have a lot of fun and I like the various ways to run an ITF. For some reason it seems that there is a decent mix between challenge and fun.

I also tend to try and run them now for speed, without being so engrossed in a speed run when I don't got under 30 minutes. Most recently the TF's I've been running end around 45 minutes (due to me being of all things a slow poke).

But it has gotten me to wondering. What is the best mix of Villians/Heroes for a speed style ITF.

So I'll pose the question to all of you.
[b[] If you could make a team for speed for an ITF what would it comprise of? [/b]

Please note that I'm not asking what you HAVE done, or pictures showing what you have done. But if you were forming a team what would be the perfect mix of AT's in an 8 man group?

If you could include the reasoning behind each choice it would make things easier.

Thanks,
Kelcius/Galetta


 

Posted

I'm not on Justice (well except for 1 character), but I run the ITF fairly frequently on Virtue. I run with a group that can consistently get sub 30 minute times and are often in the sub 25 minute mark.

Line ups for these are all pretty similar, but honestly depend a lot more on player skill, knowledge of the maps and experience on running that TF. Some of the folks I run with have run the TF hundreds (thousands?) of times and so it becomes more of a mechanical exercise rather than any real challenge.

But the sure fire way of doing it is:

3 strong scrappers/brutes (scrappers/brutes capable of tanking if necessary and able to solo many of the spawns, e.g., IO'ed shield scrappers work great for this)
1 kin
1 debuffer or 1 support character
1-3 of anything else

Much of that line up is also pretty flexible. Some tanks can sub in for one of the scrapper/brute spots. Corruptors, defenders and controllers can take any of the kinetic, debuff, support spots.

Really, it gets down to people who know what they're doing rather than specific AT power sets combinations, though I think having good melees and a kin is the easiest way to do it.


 

Posted

Quote:
Originally Posted by Galetta View Post
So as many of you know and a few that don't I tend to run an ITF every day; or at least is seems to me that I do. I have a lot of fun and I like the various ways to run an ITF. For some reason it seems that there is a decent mix between challenge and fun.

I also tend to try and run them now for speed, without being so engrossed in a speed run when I don't got under 30 minutes. Most recently the TF's I've been running end around 45 minutes (due to me being of all things a slow poke).

But it has gotten me to wondering. What is the best mix of Villians/Heroes for a speed style ITF.

So I'll pose the question to all of you.
[b[] If you could make a team for speed for an ITF what would it comprise of? [/b]

Please note that I'm not asking what you HAVE done, or pictures showing what you have done. But if you were forming a team what would be the perfect mix of AT's in an 8 man group?

If you could include the reasoning behind each choice it would make things easier.

Thanks,
Kelcius/Galetta
I've never been a stickler for ATs and power sets, but I guess if I was to have a dream team, it would look something like this:

1. Good kinetic. Speed boost, fulcrum shift. Transfusion spamming for the computer and when rushing rommie and his 3 stooges on the last mission. Usually more than 1 kinetic is overkill but if your kinetic isn't spamming SB and transfusion, you might need 2.
2. Rad or 2. For dumping the regen of the AVs. Also good toggles for herding the generals on the 3rd mission to the computer.
3. Cold def (and/or bubbler). Buff stacking allows for one buffer to hit the def cap on all teammates. Heat Loss is nice and benumb etc. make Cold > FF. FF is nice for Force bub herding but not really much else over Cold. FF Mez protection on 2nd mission isn't a big deal compared to popping a BF, or against Requiem.
4. Brutes...more the better. Damage cap is highest on Brutes and they tend to be a bit sturdier in a scrum than blasters, although a good blaster is a good substitute except for tanking duties against AVs. Bottom line: Fury + Fulcrum Shift + Def cap is easy street.
5. Assorted damage dealers and -regen -resist debuffers. Probably a really good single target blaster for going after the Generals in the 3rd mission at range.

Someone should have vengeance in case a pwnage happens, and rez and tp are always nice too (usually the rad, kin or cold). Brutes and blasters with AoEs are nice, VEATs with non toggle dropping nukes are nice as well, to dump all the minions and Lts. for the countdowns.


 

Posted

wouldnt it comprise of Danman ???


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Blaming others since 2003

 

Posted

Mine would be... NOT Kelcius.

But otherwise, 5 softcapped Brutes (SD or SR), a kin willing to stealth about and SB/FS, and a couple Ill/Rad trollers (debuffs, PA for aggro mgmt, and constant fears to help control pesky Romans).


 

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Any ITF that has my Elec/Shield scrapper is a speed ITF


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Posted

7 Fire/Rads, one defense-capped Fire/Inv Brute?



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Posted

Quote:
Originally Posted by Bobitron View Post
Mine would be... NOT Kelcius.

But otherwise, 5 softcapped Brutes (SD or SR), a kin willing to stealth about and SB/FS, and a couple Ill/Rad trollers (debuffs, PA for aggro mgmt, and constant fears to help control pesky Romans).
The only problem with fear is that it will slow down incoming attacks on the brutes, but usually there are more than enough romans to keep the fury bar going.


 

Posted

Quote:
Originally Posted by Galetta View Post
So what would your ultimate Speed ITF Group comprise of?
Friends.


 

Posted

Quote:
Originally Posted by Gaderath View Post
Friends.
This.


 

Posted

Quote:
Originally Posted by _Cai_ View Post
This.
Get a room you two.


 

Posted

Quote:
Originally Posted by PumBumbler View Post
Get a room you two.
Pffft... privacy is overrated.


 

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7 veats and a /kin.


 

Posted

Quote:
Originally Posted by _Cai_ View Post
Pffft... privacy is overrated.
Picspls.


 

Posted

Hmm. that is good advice.

I'd often thought of using a mostly brute squad with a FF, but after your response Pum I think I'll have to take a look at Cold a bit more.

I have a shield scrapper and it does make work of dealing with ambushes and the generals much easier, and although I have a Rad defender who does use lingering radiation, I've often thought about the toggles being far superior.

To be honest I like running the ITF and any successful one is a good one for the most part.

In a related note what strategies do you run to speed it up?
I know that having a macro to identify cysts and surgeons helps with me,.
Do you throw a toggle on a general when heading to the computer? Having one person by the door in the first mission to team tp up to the altar?

Thanks for your replies I look forward to additional insight you can provide.


 

Posted

Quote:
Originally Posted by Galetta View Post
In a related note what strategies do you run to speed it up?
I know that having a macro to identify cysts and surgeons helps with me,.
Do you throw a toggle on a general when heading to the computer? Having one person by the door in the first mission to team tp up to the altar?

Thanks for your replies I look forward to additional insight you can provide.
There's a few optimizations that you can do to speed up ITF, and most of it involves concurrently doing the required goals in each mission of the TF.

For the first mission, it's always good just to cherry pick the mobs guarding the sybils, which is obvious. However if you have a good soloist, they can always move ahead to bunch up mobs so the rest of the team can catch up and defeat the guards. A pre-herder if you will.

Note that the biggest slowdown on this mission is when you have a guard that has run away. If you cannot keep track of where the guards went you're generally overaggroing then, or getting too far ahead where your teammates can't see which mob is the one to defeat. Generally a strong team doesn't mind much anyhow and will just keep mowing down mobs until the guards are down. However elegant play can always buy you a few seconds, and on ITF every second wasted shows up on your final tally.

Also, I believe that the key is always in the room with the 4 Sybils. Again if the team is strong, just have a single person (with stealth+SS) wait at the door and keep talking to the sybil at the door. If you're lucky you can get the key a little earlier and place the stealther in front of sister solaris, and then vet tp everyone right into the mob. Again the key to speed is to make sure none of the guard mob gets away. Of course turning off AoE stealths will make sure Solaris doesn't get lost either.

For the second mission, it is simply a pop the cyst exercise. If your team is strong they can split up on the map that is cross wise, otherwise they can always stick together. Usually the weakest link is the +def buffer, since they cannot buff themselves, although a lucky shot from an exploding cyst can drop a squishy rather easily.

The third mission you can use toggle debuffers to drag the generals to the computer, or you can simply cherry pick them. It really depends on how your team is set up. If there is a single general mob on the first bridge, sometimes someone runs over and picks him off while everyone else is on the computer.

If you are going to pull any General at all, it should be the one surrounded by the surgeons. Pulling the General surrounded by EBs is sketchy since not all of the EBs will come and it will confuse your team about what mobs are left to defeat. If you can't pull the surgeon General (hehe), then the use of hurricane or force bubble usually keeps him away from the healers, but a good team will not pin him and simply pull him to an adjacent General mob.

As far as the computer goes, pull both AVs down on the computer and go to town. Usually I force bub or hurricane all the mobs inward towards the computer, as opposed to outwards (which is what most people do). Pushing inwards is the better strategy with a kin in the scrum for obvious reasons. Also it keeps all the AoEs functioning at the highest efficiency and Gauntlet and auto taunting auras will keep the mobs pinned tightly around the computer. If the AVs are running around willy nilly, make sure your kinetic puts a siphon speed on both of them to keep them from running away.

After the AVs and computer are down, cherry pick the remaining Generals and leave the mission. Note that your team should monitor the remaining mob counter as well. If your team is very efficient at single target, you should make sure your team is dropping the roman counter faster than the Generals counter, or the AoE teammates stay behind to drop the almost defeated mobs as opposed to running off to find the other Generals.

On the final mission, take down Rommie where he stands. This is where your kinetic earns their pay most of the time. At the beginning your kinetic should be spamming transfusion as much as possible, since Romulus and his gang are buffed and do a lot of negative energy damage. This probably a good time to use Magus or a bunch of oranges and purples. Your team should also be herding as many of the surrounding cims to the AVs in order to keep the count dropping fast. This includes the cims on the vertical parapets east and west of Rommie. By the time you drop him for good, your team should be just above the halfway mark for the 300 you need...usually about 160 left or so.

Run to the other towers and pop the rest and you're done. You can split up or stay together depending on how well each toon does for cherry picking minions. That's all I can think of for now.

For most missions, your buffer(s) should be double buffing everyone when they can so the buffs are stacked heavily upon entry into each mission. This means that a good buffer and a good teammate will have up to 3 buffs for minutes at a time from the same buffer. For most people, this will mean they will be def capped for each and every mission but the last.


 

Posted

8 superspeedsters


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Global: @Abraxxus

 

Posted

In this thread you can see that there's doesn't need to be an absolute build type for a team. A competent group of players can zerg ITFs rather easily.


 

Posted

kins, colds, rads and VEATs


 

Posted

Quote:
Originally Posted by PumBumbler View Post
In this thread you can see that there's doesn't need to be an absolute build type for a team. A competent group of players can zerg ITFs rather easily.
KEKEKEKEKEKEKEKEEEEEEE! =^.^=

Er....

Meow?


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Posted

Quote:
Originally Posted by Gerswin View Post
kins, colds, rads and VEATs
You forgot catgurls.


 

Posted

Quote:
Originally Posted by Gaderath View Post
Friends that aren't nubs.*
*Fixed